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|Title:||The experience-driven perspective|
Yannakakis, Georgios N.
Level design (Computer science)
|Citation:||Shaker, N., Togelius, J., & Yannakakis, G. N. (2016). The experience-driven perspective. In Procedural Content Generation in Games. Computational Synthesis and Creative Systems, (pp. 181-194). Springer, Cham.|
|Abstract:||Ultimately, content is generated for the player. But so far, our algorithms have not taken specific players into account. Creating computational models of a player’s behaviour, preferences, or skills is called player modelling. With a model of the player, we can create algorithms that create content specifically tailored to that player. The experience-driven perspective on procedural content generation provides a framework for content generation based on player modelling; one of the most important ways of doing this is to use a player model in the evaluation function for search-based PCG. This chapter discusses different ways of collecting and encoding data about the player, primarily player experience, and ways of modelling this data. It also gives examples of different ways in which such models can be used.|
|Appears in Collections:||Scholarly Works - InsDG|
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